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[FS] Siege City (2-4)
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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Sun Nov 04, 2007 9:16 am    Post subject:  [FS] Siege City (2-4)
Subject description: updated to 1.35
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Yes, when I started this map I opened up FinalSun for the first time, in back in September 2006.
March of 2007, posted a preview, and it's really come a very very long way since then.

After a great deal of adjustments, monotony, failures, and successes - there were many times where i just wanted to scrap this map entirely.. but I kept with it, till now - I think it's finally ready for public release!

Behold the megamap:

(last minute change - tib by player's bases is now green instead of blue)

This map is called "Siege City" for a good reason. As you will notice, all four players are in well fortified in each corner. However, there's limited tiberium by each base. In order to maintain a good economy, players must venture out into the larger tiberium fields, where their harvesters are more vulnerable. I've made several structures capturable, which players may use to extend the reaches of their base.
al of the Tiberian Dawn buildings (power plants will supply power - also keep in mind the TD buildings aren't repairable),
solar panels (supply power)
Civilian array (radar, and cloak detector)
Civilian armory (lets you build sandbags... lots of em)

You may also utilize the civilian air transports as you see fit - simply load up a tranport with 5 troops, and it will automatically fly to the next airbase and unload. The Chinhook transports travel in a clockwise direction around the map from base to base, and the orca transports travel counterclockwise.


The civilians in this region are aware of the importance of maintaining a steady transit system. If the train in operation happens to be destroyed, another one will automatically take its place.

(no, bikes aren't equipped with core defender guns in the final version - that was just for testing Wink )

Features I wanted to implement, but ditched:
>This was originally going to be a TS:Retro map, using dropship/dropship bays as the civilian air transports. Firstly - I couldn't get it all to work properly, second - the map was crashy with Retro. Third - Retro isn't really that good of a mod anyways..

>I wanted the trains to carry & unload passengers. You have no IDEA what kind of mental pain and agony I went through trying to get this to work. What little I learned from all that mind grinding is posted in the train research topic.

>I wanted to implement a day/night loop where the mutants turned enemy at night, then ally at day.
I got a good day night loop going, but I couldn't get my trigger to spring correctly. Not only that, but my on/off day/night lightposts weren't even working the way I wanted. I figured, even if I were to put in this feature, I wasn't even really sure if it would be good for the gameplay aspect of the map. After much frustration, I deleted all the mutants, and the day/night triggers (which screwed up my trains, so then I had to play with those a bit to get em working again :wall: )

Now at 4AM Nov 4th, here it is at last. Enjoy Wink

EDIT: Now updated to 1.35 as of the last edit. Fixed air transports, trains, tunnels, bridges, and every error I could find (thanks LKO for finding some errors Smile )

EDIT: updated links to tiberiumweb.org



Siege City 1.35.zip
 Description:

Download
 Filename:  Siege City 1.35.zip
 Filesize:  173.65 KB
 Downloaded:  2970 Time(s)


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Last edited by Team Black on Thu Nov 07, 2013 5:52 am; edited 7 times in total

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hogo98
Vehicle Drone


Joined: 08 Aug 2006

PostPosted: Sun Nov 04, 2007 10:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Map of EPIC WIN! Wow Nice map team Black. I would like to ask you if I could Convert this too RA2 Map and Credit you of course Smile Thanks

Hogo

And keep up the awesome Mapping.

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warlord
Vehicle Drone


Joined: 07 Feb 2007
Location: Barnsley, UK

PostPosted: Sun Nov 04, 2007 2:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow, thats your first map? Because if it is that is GREAT for your first one Very Happy

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Nov 04, 2007 2:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

The triggers are awesome. The map layout is great. Neat work, man!

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Sun Nov 04, 2007 7:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Immediate spotlight.

I love it.

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Sun Nov 04, 2007 8:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm gonna play this for the next few days. This is a great map.

I vote for spotlight, the trigger work, lighting effects, and everything about it looks more epic than one could imagine.

If Hogo makes this for RA2/YR with all triggers and the epic dynamic lighting, he should post it here for spotlighting too.

Good damn job, Team Black. Good damn job.

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Tartan Bunny
Flamethrower


Joined: 11 Feb 2007
Location: Australia

PostPosted: Sun Nov 04, 2007 11:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

That is one great map, especially for your first ever. I Like how you have the bursts of colour, and the triggers look great. You sure deserve a spotlight.

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Mon Nov 05, 2007 1:23 am    Post subject: Reply with quote  Mark this post and the followings unread

I played it offline with the AI, then tried in TSD with no success with Judeau.

This map is definitely one of the best I've ever played. I second my motion on my vote for spotlight.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Mon Nov 05, 2007 8:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the comments! For the effort I put into this map, I really appreciate the feedback Smile

I'm also planning to make a remixed version of this map for TS:Dusk

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Styledatol
Flamethrower


Joined: 23 Jul 2006
Location: Toronto, Canada

PostPosted: Mon Nov 05, 2007 10:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Something weird happened...
I was playing in the North Western Corner, and I noticed that the bridge above the river was destroyed. Than my Titans developed a Jesus Complex and walked on water where the bridge is supposed to be.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Wed Nov 07, 2007 1:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Fixed. Thy faithless titans shall henceforth be bound to the land, as is proper.

Also made the train "neutral", with less strength, and some other minor changes

So, any chances of a spotlight, Bansh?

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Tartan Bunny
Flamethrower


Joined: 11 Feb 2007
Location: Australia

PostPosted: Wed Nov 07, 2007 11:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

You know what would really put the cherry on the cake? Some of your civvy units going round the map, and incorporate some Terrain Expansion, it has some really good road bits

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Thu Nov 08, 2007 1:14 am    Post subject: Reply with quote  Mark this post and the followings unread

I think Dusk is using TX.. and yea I did make some traffic. I could throw in some more traffic in Dusk, since it will also feature my civilian voxel 12 pack

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Nov 09, 2007 1:58 am    Post subject: Reply with quote  Mark this post and the followings unread

This map will definitelly be evaluated for spotlight, after my physics test.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Nov 09, 2007 8:03 am    Post subject: Reply with quote  Mark this post and the followings unread

I just noticed something. The veinhole in the middle of the city is highlighted with orange light, whereas the veinhole in the bottom of the map has no lightning at all (or negative lightning). Either remove the lightning from the other veinhole, or add the orange lightning to the other veinhole.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Fri Nov 09, 2007 1:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

The one on the top has lighting because it's in a lighted city. The one in the bottom is in a sort of no-man's land, and to gie it additional light would take away from the effect

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Ixith
Cyborg Commando


Joined: 12 Apr 2006
Location: under there!

PostPosted: Sat Nov 10, 2007 9:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

me on tibweb wrote:
Well I played it and I must say it was quite good. Though of course I always come up with stuff to say about it and how to improve. smile.gif

Cliff work: 8.7/10 no cliff errors were found. They just seemed...well....that the placement style was quite repetitive across the map. Also I'm adding it to this section because it kinda has to do with cliffs but anyways 2 of your back facing tunnels were overlapped by other things. 1 is near way point 21 and its where the train ramp comes down right after the bridge. I think its being caused by the back tunnel being too close to the ramp. 2nd one is up in the top right by that war factory. The war factory kinda, though not too badly, overlaps the tunnel and kinda looks weird. Also a third thing is next to that where the tunnel opens up on the other side and goes to a bridge across a water way...part of the bridge looks like a normal overlay was placed on top of it and it made me think there was a cliff error at first. I suggest fixing that.

Layout/concept: 9/10 it was an interesting layout however I didn't really like how there was only 1 access into each base except the bottom left player who had 2 bridges although he could choose if those bridges would be destroyed and would stay that way.

Lighting: 8.8/10 the lighting was great. Just needed a day night loop and maybe something more on the city area as for some reason I felt that was lacking something.

Triggers: 8.5/10 the trigger were nice. although I do suggest putting the meteor shower thing to be a little later on as I didn't get to see it as I was still getting my base set up to basics and scouting around the general area. Coulda possibly used an ion storm in there somewhere.

Game play: 7/10 this one hurt ya i think. Due to small things here and there I really didn't like game play. The AI played how they normally play. However, at times it was just too easy to defend against them due to there only being 1 entrance to a base and it being easy to protect from AI. also I really disliked the sniper things...too many of them here and there made for an annoyance IMO when traveling around and getting sidetracked on "where the hell is that stupid thing" XD sure it was a laugh for awhile but it just wasn't that great.

Overall: 8.4/10 Spotlight worthy** (truthfully i think i go too easy on my judging though XD ) All in all I say this would make for a better map to play against other people online much more than against an AI as the AI is just too easy to defend against but bundles up their artilleries/juggernauts and makes it hard to penetrate their base except via air. So against the AI you get a kinda long boring game.

Now this one I didn't add because its more of a stupid AI thing than anything but the top right AI just kept shooting at a random part of the laser fence walls with their juggernauts. They didn't target the building towers.....just a section of the wall which does nothing obviously. So yea.... thats just one reason not to include walls a lot of the time.

is this a long enough review for ya XD didn't expect it to be THIS long.


**Note that spotlight is harder to get here on PPM usually so yea...I mean come on Yelcraz didn't or at least hasn't gotten spotlighted.

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Denmon
General


Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Sun Nov 11, 2007 1:46 am    Post subject: Reply with quote  Mark this post and the followings unread

That is amazing! I love it!

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Tue Dec 25, 2007 10:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Version 1.3
>fixed air transports, now they work %100!
>added more delay on the meteor storm
>removed that random old war factory
>Civilian mammoth tanks & gates don't reveal shroud

Download the newest version here

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Last edited by Team Black on Wed Dec 26, 2007 3:04 am; edited 1 time in total

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Crash
Cyborg Commando


Joined: 30 Jan 2007
Location: Norway

PostPosted: Wed Dec 26, 2007 12:22 am    Post subject: Reply with quote  Mark this post and the followings unread

What you could've done better, is making the fonas smaller, they are a bit large. Some of them are.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Dec 26, 2007 2:08 am    Post subject: Reply with quote  Mark this post and the followings unread

There is too much of the same LAT tile used in some places, for instance all four of the starting possitions. Though, the game-play easily makes up for that. This map still has my approval (As we agreed in the Intoxication thread #Tongue).

I Wonder what happened to the spotlight round up? Intoxication and Seige City where not spotlighted? =S

Edit : Err, Team Black? There is a spawning problem. When I started up the map, My units where spawned right next to one of the chinook's. Confused This is normally caused by a C'n'P Error, It's happened to me once before. Did you do any Copying and Pasting on the newer version, Blackster?

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Wed Dec 26, 2007 3:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Crash, I appreciate the feedback, but that's a pretty silly thing to complain about #Tongue

I place all the unused player waypoints in one spot ,so I don't have to worry about em when I'm using the "place waypoint" tool -
'cept I forgot to delete em after I was done Laughing

Updated to 1.31:
>Start locations fixed
>Some snipers removed

Download the newest verson here

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Crash
Cyborg Commando


Joined: 30 Jan 2007
Location: Norway

PostPosted: Tue Jan 01, 2008 1:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's not a silly thing to complain about, huge blocks of fonas are ugly #Tongue

You want to make the map as good looking as possible don't you?

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Jan 01, 2008 11:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

This map has been spotlighted!

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Wed Jan 02, 2008 1:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks a ton Bansh!

I made another small update to v1.32

>Removed sniper billboards

Because of the change, this map now works in Dusk Smile

(it was a REAL bugger figuring out what the problem was)

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DeathMummy
Rocket Infantry


Joined: 07 Apr 2007
Location: Turn Around.

PostPosted: Wed Jan 02, 2008 9:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Can we have the newest/latest download then TB :p ? Brilliant, it deserved the spotlight with all the hard work you put into it.

Edit: TB, btw the TS Dusk link in your sig doesn't work...better fix that #Tongue!

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Wed Jan 02, 2008 4:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

The link in the first post will give you the latest version.

I'll fix my sig soon, to represent the new project that I'm working on Wink

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Jeffman12
Vehicle Driver


Joined: 19 Jan 2004

PostPosted: Sun Apr 13, 2008 4:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

The file host you're using is dead. This makes me sad.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Sat Jul 05, 2008 7:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

updated - fixed many errors, and it is once again available for download! (no thanks to stinky sagafx)

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Dregon Wars
Vehicle Drone


Joined: 31 Aug 2008

PostPosted: Sat Sep 20, 2008 10:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Thenks , Cool Map

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superdjidane
Cyborg Engineer


Joined: 17 Nov 2011

PostPosted: Sun Dec 04, 2011 5:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very Good map design. (City and infested zones)

I just notist that the train is bugging on a bridge (stop) A little shame...

Great Works.

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GREEN
Cyborg Soldier


Joined: 26 Dec 2016

PostPosted: Tue Mar 21, 2023 10:59 pm    Post subject: Reply with quote  Mark this post and the followings unread




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